private void Initialize() { PlayerPreferences = new PlayerPreferences(); Catching = new Catching(); CurrentPlayer = new Player(); AbilitiesContainer = new AbilitiesContainer(CurrentPlayer.Abilities); }
public FightStages(Squadron squadron, AbilitiesContainer container, bool isPlayer) { IsPlayer = isPlayer; Squad = squadron; Attack = new Attack(squadron); Defense = new Defense(squadron); AbilitiesContainer = container; AbilitiesContainer.ApplyEffectsByActionType(Squad, ActionType.PASSIVE); }
private void LoadAbilitiesFromFile() { _ac = AbilitiesContainer.Load(AbilitiesFile); _abilityNames = new List <string>(); foreach (var a in _ac.AbilitiesList) { _abilityNames.Add(a.Name); } }
public GuiView(GameWindow window, ResourceManager resources, Map world, WorldView worldView) { this.abilitiesContainer = new AbilitiesContainer(resources, window); this.contextInfo = new ContextInfo(new Vector2f(window.Size.X - 400, window.Size.Y - 50), 350); this.model = world.Model; this.pageControl = new PageControl(); this.view = new View(window.DefaultView); this.world = world; this.worldView = worldView; pageControl.InitializeComponents(window, resources, world.TurnCycle); pageControl.Active.Add(abilitiesContainer); pageControl.Bus.Subscribe(window); window.MouseMoved += MouseMoved; world.ObjectSelectStateChanged += ObjectSelectStateChanged; }
public EnemySquadronGenerator(Player player) { DistributePointsToAbilitiesLines(player.PlayerMaxPoints); AbilitiesContainer = new AbilitiesContainer(AttackPoints, DefensePoints, SabotagePoints); GenerateEnemySquadron(player.Squadron); }